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/godot-version-migration

@57c9225

Full-history Godot version migration hub. Use when upgrading any Godot project toward the library target (currently 4.7)—from 1.x/2.x legacy eras through 3→4 and hop-by-hop 4.x minors—or finding Domain Skill-scoped migration notes. Trigger keywords: upgrade Godot, migrate Godot version, Godot 3 to 4, Godot 2 to 3, upgrading_to_godot, version migration, breaking changes, convert-3to4, TileMapLayer, AnimationMixer, engine.cfg, project.godot.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-version-migration

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referencesinventory-system.md

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Migration notes: godot-inventory-system

Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.

If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • SubViewportContainer.mouse_filter must be STOP/PASS for input to reach SubViewports (3D preview panes).
  • Layered SubViewportContainers needing mouse input may need Area2D replacements.

4.1 → 4.2

Official: Upgrading to Godot 4.2

  • PopupMenu shortcut helpers gain allow_echo; clear gains free_submenus (context split/stack menus).
  • GraphEdit/GraphNode API moves — only if crafting trees use visual graphs.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • Scripted Object / typed Array binary serialization changes — verify Item/Inventory Resource round-trips.
  • Large PackedByteArray storage format may not open in older editors.
  • Default font outline color is black (was white) — retune slot count/quantity labels.
  • auto_translate deprecated for Node auto_translate_mode (inherit semantics).

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • @export_file stores uid:// paths from the Inspector — resolve UIDs in icon/effect Resource paths.
  • FileAccess.store_* methods return bool success — handle stash save failures.
  • Curve enforces min_value/max_value.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • Resource.duplicate(true) deep-duplicates only internal resources; use duplicate_deep(DEEP_DUPLICATE_ALL) when cloning full item stacks with external refs.
  • CanvasItem/Font/TextLine draw APIs gain optional oversampling.
  • TreeItem.add_button gains alt_text (equipment slot actions).

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • First save in 4.6 rewrites scenes with unique node IDs — expect large diffs on inventory UI scenes.
  • Control.grab_focus / has_focus gain hide-focus options (drag/drop focus rings).
  • PopupMenu.submenu_popup_delay default 0.2 (was 0.3).

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Confirm project stretch mode and AudioStreamPlayer.area_mask after opening in 4.7.
  • Re-validate Resource pipelines after packed-array setter and typed-return GDScript changes (stack counts, proc bindings).
  • CanvasItem no longer adds antialiasing feather that thickened lines — widen slot border strokes if needed.

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub1mo

    The skill is a comprehensive documentation and orchestration hub for migrating Godot engine projects across various versions. It provides structured guidance, checklists, and references to official and community documentation to ensure a safe and stable upgrade path.

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Signed by skilld at 57c9225. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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